Post by frosty177 on Feb 5, 2016 19:42:44 GMT -5
Alright, so I'm pretty new to Sims 4 Studio, and Blender I'm fairly well acquainted with its usage, however, I am in need of help trying to get a hairstyle that's "ported" from another game, of course, this is just my personal usage, but so far, all I have is the said ported hair the correct size and location as the template (I'm using a bald head, because its a new mesh) so far to work on.
But long story short (and you don't have to read my 'wall of text' below) I need help with pretty much everything to do with getting custom hair into Sims 4, and this hair is ported from another game.
Here are its files: www.dropbox.com/s/pb6tm11kx5ajxrx/lizhair.rar?dl=0
I need help with getting the textures set up correctly, as of course, this is from another game, its not sims, but I'm trying to get it ported, I don't want to mess around with its uv maps, as everything is already in place. (Because its textures when I try to open them in UV editor, they don't show up, but after I open the texture tab (not the material one, because that's already set) and make a new texture thing, then open the right texture I have, it shows, but it looks messed up on the mesh (when its uv maps are correct, and it otherwise would work in a new blender file). But basically, in another blend window if I copy the hair from this to another window with texture enabled, the textures are ok.
Here's a picture of the hair (in a different blend window): i.imgur.com/R0HUuXN.png
However, I'm gonna follow this tut for the hats part: sims4studio.com/thread/134/mini-tutorial-sims-hair-components So I'm aware, to get this hair to work properly with hats and stuff, it needs to be chopped. I also need to know how big the texture for the hair needs to be, because the original "ported" hair has texture size of 2048x2048. It does sort of explain about textures and bone weighting...but I'm just unsure about it, if there aren't any more detailed tutorials.
Then I'd appreciate some help on getting it bone weighted, although I am aquainted with bone weighting, there aren't visible bones with the sim model that I loaded up that contains the bald head I'm using to deal with this ported hair on. (the ported hair DOES contain bone weights already from the model that its from, they're not full i.e. the ponytail is weighted 100% as the rest, so I don't know whether it would just be a matter of changing vertex group names) I'm keeping this in mind, i.imgur.com/Yzt2pQt.png but if there's any better way, I'd appreciate it.
In many ways, I need a lot of help, or insight, as I feel a bit worried about how I'm going to pull this off, and there's a lot to do, I feel confused and I don't quite know what to start with.
Help really appreciated!
But long story short (and you don't have to read my 'wall of text' below) I need help with pretty much everything to do with getting custom hair into Sims 4, and this hair is ported from another game.
Here are its files: www.dropbox.com/s/pb6tm11kx5ajxrx/lizhair.rar?dl=0
I need help with getting the textures set up correctly, as of course, this is from another game, its not sims, but I'm trying to get it ported, I don't want to mess around with its uv maps, as everything is already in place. (Because its textures when I try to open them in UV editor, they don't show up, but after I open the texture tab (not the material one, because that's already set) and make a new texture thing, then open the right texture I have, it shows, but it looks messed up on the mesh (when its uv maps are correct, and it otherwise would work in a new blender file). But basically, in another blend window if I copy the hair from this to another window with texture enabled, the textures are ok.
Here's a picture of the hair (in a different blend window): i.imgur.com/R0HUuXN.png
However, I'm gonna follow this tut for the hats part: sims4studio.com/thread/134/mini-tutorial-sims-hair-components So I'm aware, to get this hair to work properly with hats and stuff, it needs to be chopped. I also need to know how big the texture for the hair needs to be, because the original "ported" hair has texture size of 2048x2048. It does sort of explain about textures and bone weighting...but I'm just unsure about it, if there aren't any more detailed tutorials.
Then I'd appreciate some help on getting it bone weighted, although I am aquainted with bone weighting, there aren't visible bones with the sim model that I loaded up that contains the bald head I'm using to deal with this ported hair on. (the ported hair DOES contain bone weights already from the model that its from, they're not full i.e. the ponytail is weighted 100% as the rest, so I don't know whether it would just be a matter of changing vertex group names) I'm keeping this in mind, i.imgur.com/Yzt2pQt.png but if there's any better way, I'd appreciate it.
In many ways, I need a lot of help, or insight, as I feel a bit worried about how I'm going to pull this off, and there's a lot to do, I feel confused and I don't quite know what to start with.
Help really appreciated!